Monster
Bael
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 18 (plate)
- Hit points
- 189 (18d10 + 90)
- Speed
- Walk 30 ft.
- Challenge rating
- 19
- Alignment
- Lawful Evil
- Strength
- 24
- Dexterity
- 17
- Constitution
- 20
- Intelligence
- 21
- Wisdom
- 24
- Charisma
- 24
- Passive Perception
- 23
- Saving Throws
- dex: +9; con: +11; int: +11; cha: +13
- Skills
- intimidation: +13; perception: +13; persuasion: +13
- Senses
- truesight 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- fire, poison
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
Traits
Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated.
Legendary Resistance (3/Day)
If Bael fails a saving throw, he can choose to succeed instead.
Bael has advantage on saving throws against spells and other magical effects.
Regeneration
Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.
Actions
Multiattack
Bael makes two Hellish Morningstar attacks.
Hellish Morningstar
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.
Infernal Command
Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.
Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Fiendish Magic
Bael uses Spellcasting or Teleport.
Infernal Command
Bael uses Infernal Command.
Attack (Costs 2 Actions)
Bael makes one Hellish Morningstar attack.
Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: alter self (can become Medium), charm person, detect magic, invisibility, major image
1/day: dominate monster
3/day each: dispel magic, fly, suggestion, wall of fire